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<blockquote data-quote="jaults" data-source="post: 1430637" data-attributes="member: 1116"><p>The Spells and Spellcraft version is called Ward Magic. It has a new Item Creation feat feat, called Weave Wards with pre-reqs of Int 13, and Arcane Caster lvl 5. However, elsewhere in the text, it does mention divine casters as well as bards, so I'm not sure what their intention was. It does not seem unbalancing to me to create a divine version of the feat, or one that uses Cha for Sorcerers and Bards.</p><p> </p><p>Wards are spell effects tied to a certain location. There is a list of allowed spells which includes most of the Abjuration school that you would expect (<em>protection from evil</em> and <em>stoneskin</em>, but not <em>mage armor</em>, for instance). It does not include other spells that you might expect, such as <em>dimensional anchor</em> or <em>entropic shield</em>. The list also includes some spells from the Divination school, such as the various <em>detect</em> spells, <em>tongues</em>, and, oddly enough, <em>analyze dweomer</em>. The list does go to 9th level, but the only 9th level spell on it is <em>prismatic sphere</em>.</p><p> </p><p>People are attuned to a given ward by carrying a ward token. The token allows the person to activate or control the ward. There are two kinds of tokens: <strong>keystones</strong>, which anyone can use, and can activate spells up to 2nd level, and <strong>master keystones</strong>, which require spellcasting ability, and provide access to all spells of the ward. If a person has the correct token, they can activate one of the ward's spell effects as a standard action. They must be within the token's area of effect (30 ft radius sphere from the ward's anchor point). There are also brief rules for creating intelligent wards.</p><p> </p><p>Wards work somewhat like staves: they are charged, they can have multiple spells tied to them, and each spell can, at the creator's option, cost more than one charge. This reduces the cost of the spell, also like staffs. Wards cost 100 gp/lvl of highest spell + 75% of cost of next highest spell + 50% of cost all other abilities. Tokens also cost to create: 15xp and 50gp.</p><p> </p><p>If I were to create a divine version of the Weave Ward feat, I would probably look at the <em>Hallow</em>/<em>Unhallow</em> spell list for guidelines on what spells to allow. </p><p> </p><p>Hope this helps.</p><p> </p><p>Jason</p></blockquote><p></p>
[QUOTE="jaults, post: 1430637, member: 1116"] The Spells and Spellcraft version is called Ward Magic. It has a new Item Creation feat feat, called Weave Wards with pre-reqs of Int 13, and Arcane Caster lvl 5. However, elsewhere in the text, it does mention divine casters as well as bards, so I'm not sure what their intention was. It does not seem unbalancing to me to create a divine version of the feat, or one that uses Cha for Sorcerers and Bards. Wards are spell effects tied to a certain location. There is a list of allowed spells which includes most of the Abjuration school that you would expect ([i]protection from evil[/i] and [i]stoneskin[/i], but not [i]mage armor[/i], for instance). It does not include other spells that you might expect, such as [i]dimensional anchor[/i] or [i]entropic shield[/i]. The list also includes some spells from the Divination school, such as the various [i]detect[/i] spells, [i]tongues[/i], and, oddly enough, [i]analyze dweomer[/i]. The list does go to 9th level, but the only 9th level spell on it is [i]prismatic sphere[/i]. People are attuned to a given ward by carrying a ward token. The token allows the person to activate or control the ward. There are two kinds of tokens: [b]keystones[/b], which anyone can use, and can activate spells up to 2nd level, and [b]master keystones[/b], which require spellcasting ability, and provide access to all spells of the ward. If a person has the correct token, they can activate one of the ward's spell effects as a standard action. They must be within the token's area of effect (30 ft radius sphere from the ward's anchor point). There are also brief rules for creating intelligent wards. Wards work somewhat like staves: they are charged, they can have multiple spells tied to them, and each spell can, at the creator's option, cost more than one charge. This reduces the cost of the spell, also like staffs. Wards cost 100 gp/lvl of highest spell + 75% of cost of next highest spell + 50% of cost all other abilities. Tokens also cost to create: 15xp and 50gp. If I were to create a divine version of the Weave Ward feat, I would probably look at the [i]Hallow[/i]/[i]Unhallow[/i] spell list for guidelines on what spells to allow. Hope this helps. Jason [/QUOTE]
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